honestly, you can choose not to make story-driven games and honestly that's fine. as long as you at least make something enjoyable to play or get into, you're good to go.
speaking of which, i do find the platformer mechanics introduced here to be yes, pretty mediocre to say the least. like they honestly feel like they're just there to exist, y'know? sure you do try to give them some synergy here and there, but that's just it. maybe settle on a gimmick/idea and design your whole game based on that and not just a bunch of ideas which come and go. take for example the revive mechanic from jonochrome's [REVIVE] and [RESPAWN] or that one mechanic from the game where you play as a battery. they both have one main gimmick/idea and expand upon it. oh yea and you probably need a level select section to go back into the last room in which i stopped by and maybe even replay certain parts.
now in the later levels, you sort of switch up the game's style from out of nowhere and just make the whole game "glitchy". stuff that worked before didn't really work as they're supposed to, which feels really out of place and i dont really know if that was intentional or not. (btw stopped at level 32, i don't know how to get past that with the slope and the weird physics) but i do feel a bit betrayed considering the game just switched lanes on me for no reason or explanation.
graphics wise, i know graphics aren't probably your main focus in the first place, but i believe that the platformer genre should at least have some sort of focus on the aesthetics themselves. add some background objects/particles/addition to the background or whatever, because i do feel that the game is empty. not too complex, you could go for really simple design, and it'll still work from there.
that being said, good luck being one of those cool indie developers heheh, hopefully my advice helped
p.s. really liked the button which "breaks the game" haha